The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


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Evil GM
baldwin the merciful wrote:
Omar you do detect a contact poison on the box which you easily wipe off, when the lid is opened you see 9 potion locations, 5 of which are have small bottles in them.

Are you doing anything this these items? Like identification or are you scooping them and moving on?


Evil GM

Updated Map of Area

Omar and Dragox you quickly assess the layout, as Rey and Sargon look a the loot, and you note that there are two doors in the long pillared hallway. One to the north and one to the south. There is also note a previously explored side corridor (mummy's crypt) and the ceremonial room a the end of the hall.

Overall explored Map

Besides the two unopened two doors, you also know that there is a corridor exiting the large pillared room where Gauthier is currently residing.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Try the north door.

Check for traps.

perception: 1d20 + 29 + 6 + 7 ⇒ (7) + 29 + 6 + 7 = 49


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

North it is


Evil GM

Omar gets the door open and quickly discovers that it's a short hall joining two man rooms together. This hall leads to the fish room.

Are you continuing into the fish room which had the duel pools in it? There is an unexplored northern corridor in that room.

Updated Map

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

No way we go back into the fish room. We'll try the south door.

perception: 1d20 + 29 + 6 + 7 ⇒ (1) + 29 + 6 + 7 = 43


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox agrees. Those fish were trouble.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon wants nothing to do with seafood again


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Lead on gentle sirs! Lead on. Adventure awaits, knowledge, secrets, mysteries unraveled, and, of course, more loot! Rey follows closely behind Dragox into the southern chamber.


Evil GM

As you move to the southern door Omar quickly realizes that the door is sealed with magic. (arcane lock)

Updated Map

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Odd the spell description rather contradicts itself. It gives a disable device DC, but then says the door can only be opened via breaking, dispel magic, or knock.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey casts dispel magic on the door to try and remove the arcane lock.

Dispel Check: 1d20 + 14 ⇒ (1) + 14 = 15

Edit: Seriously?!


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

If Rey's Dispel check does not work, Sargon casts Knock on the door.

Knock Knock: 1d20 + 14 + 10 ⇒ (11) + 14 + 10 = 35


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox is always ready to try to force the door open, if magic doesn't do the trick.


Evil GM
Omar bin Zayed wrote:
Odd the spell description rather contradicts itself. It gives a disable device DC, but then says the door can only be opened via breaking, dispel magic, or knock.

I don't use that spell often so I thought it was odd. It may be from the based off the rogue trapfinding where can bypass certain magical traps.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I have the trapfinding ability as a trapper ranger, so it applies to me as well.


Evil GM

Rey proudly steps forward puffing out her chest in defiance and sings her song to break the magical lock. Unfortunately she hits a high note and her voice cracks and she flubs the the next word and the spell fizzles out. Dragox winces with song then suggests forcing it open.

Sargon chuckles a bit then firmly pronounces his spell but lets it rip. The lock opens.

Updated Map

This small room contains a locked metal chest.

disable device 35:
the chest contains 8 flasks of oil, a number of odd looking metal tools, and thick book entitled [i]Codissus il Yurushyui Ittemmet. Hidden in the cover of the book is a metal key.

comprehend languages for the book.


Evil GM

DMPC: Omar's disable device

DD: 1d20 + 32 ⇒ (1) + 32 = 33

His nibble finger tips fail him and his pick slips out of his hand. He mutters to himself as the bard chuckles.

DD: 1d20 + 32 ⇒ (4) + 32 = 36

The satisfying clinking vertebrates in his fingers as the lock opens.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"What do we have in there, Omar? More goodies to help us fight the good fight, I hope?"

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"There's a key and book. I can't read the book. Seems to be gibberish, but I'm not familiar with so many languages. "


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon will examine the book, He speaks taalise


Evil GM

Sargon begins to leaf through the book and soon realizes that it's "Manual of Yurushyu's Automation" The manual looks worn and without proper study you do not know how complete it is.

The seems to go to some door, item, chest, or something more devious.

The strange tools and book seems to be for crafting an automation.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

This book requires more studying than we currently have He will cast Detect Magic on the rest of the stuff


Evil GM

Nothing resonates any magical auras.

Are you gathering up the items and move along? If so, which direction. You have two unexplored areas that are nearby: 1) the north hall from the fish room; and 2) the south hall off the room Gauthier is currently residing in.

Updated Map


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"I can lug most any items. Throw them in my satchel here. How about we head south? Id prefer to avoid that fish room as long as we can."

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

South hall it is.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

South


Evil GM

As you head south enter a long hallway you notice a dark suit of plate armor with curved blades instead of hands. The armor does not move as you approach. There is a short right angled hallway heading east. But because of the sharp angle you don't have a good view.

Long Hallway Map

What are you going to do?


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"You check it and then let me up front, Omar. We all know what this armor is going to do..."

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"You mean start into a song and dance?" he quips trying to break the tension.

Then he will slip into the shadows and move ahead to look around

stealth: 1d20 + 28 + 6 ⇒ (14) + 28 + 6 = 48
perception: 1d20 + 29 + 6 ⇒ (8) + 29 + 6 = 43


Evil GM

The black full plate stands motionless and on close inspection Omar you notice there are gears where joints would be located. You also observe geometric designs etched into metal, there is a key hole in the neck of the armor.

When you glance to the left you notice that can see that short hallway ends at small one foot doorway.

Dragox and the others inch close behind Omar.

What are you doing.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

He heads back and reports. "Hmm, there's a keyhole on the armor and it looks to be made full of clockwork gears. Not something I've seen before. Anyone familiar with such things?"


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"Haven't we found a key or two in this place? Maybe there's our answer, right in front of us..."


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

We do have this metal key we just found...I don't know about the rest of you but I do not wish to insert the key up close and personal. Unless one of you have an objection let's back away a good 50' or so

Sargon will cast Pilfering Hand to insert the key


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

I really hope it is a song and dance routine, and not slashing murderous death. Rey says as she joins Sargon in backing up.


Evil GM

Sargon uses the key that was found in chest. The key slips in easy enough and then the hand click it one turn. The armor begins to fizzle and it's becomes surrounded by electricity. The armor begins to shake tremendously. It takes a few steps towards your group - closing the gap (within 30 feet). A whitish blue surrounds the dark armor.

What are you going to do?


Evil GM

Initiative:

Omar: 1d20 + 7 ⇒ (6) + 7 = 13
Sargon: 1d20 + 16 ⇒ (8) + 16 = 24
dragox: 1d20 + 2 ⇒ (12) + 2 = 14
Rey: 1d20 + 4 ⇒ (6) + 4 = 10

srmor: 1d20 + 1 ⇒ (9) + 1 = 10

Initiative:
Sargon
Dragox
Omar
Rey
Armor


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Dragox yells to the others to get behind him. He prepares an action to swing his sword if the armor advances to threaten him.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Well it doesn't seem to be dancing, but I guess we can see if it attacks. " he will hold his action to gauge the intent of the armor.

"Maybe we can command it. "


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon casts Hungry Pit(Ref 27)

Fall: 7d6 ⇒ (4, 5, 1, 6, 6, 4, 6) = 32
Chomp: 4d6 ⇒ (1, 5, 2, 5) = 13


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Reyondelee readies an action to cast sound burst if the animated armor becomes aggressive.


Evil GM

Sargon casts his spell creating a hole.

reflex: 1d20 + 14 ⇒ (17) + 14 = 31

The automated armor dodges the hole and end up closer to party.

Updated RD 1 Map


Evil GM

Initiative:

Sargon - cast hungry pit spell.
Dragox -
Omar
Rey
Armor

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"So much for controlling it. "

and he will volley fire at it.

rapid shot, deadly aim, clustered shot, manyshot
to hit: 1d20 + 19 ⇒ (18) + 19 = 37 damage: 2d8 + 28 ⇒ (3, 7) + 28 = 38
to hit: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 1d8 + 14 ⇒ (4) + 14 = 18
to hit: 1d20 + 14 ⇒ (3) + 14 = 17 damage: 1d8 + 14 ⇒ (3) + 14 = 17
to hit: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d8 + 14 ⇒ (5) + 14 = 19


Evil GM

What type of arrows?

Omar takes aim and three of the four arrows hit.

----
Dragox and Rey you are up.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Just normal arrows, I'm relying on clustered shot to deal with DR. DR applies once for all the shots that hit.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Attack 1d20 + 23 ⇒ (9) + 23 = 32
Damage 2d6 + 25 ⇒ (5, 1) + 25 = 31 plus
2d6 ⇒ (1, 2) = 3 if evil

Attack 1d20 + 18 ⇒ (19) + 18 = 37
Damage 2d6 + 25 ⇒ (4, 1) + 25 = 30 plus
2d6 ⇒ (6, 3) = 9 if evil

Attack 1d20 + 13 ⇒ (9) + 13 = 22
Damage 2d6 + 25 ⇒ (3, 6) + 25 = 34 plus
2d6 ⇒ (4, 6) = 10 if evil

Possible crit on 2nd attack 1d20 + 18 ⇒ (8) + 18 = 26
Damage 2d6 + 25 ⇒ (3, 3) + 25 = 31 plus
2d6 ⇒ (5, 5) = 10 if evil

Also, add +2 to hit and 2d6 damage if evil outsider.

Dragox swings three times, power attacking at the armor.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Rey waggles fingers, sings a discordant cry and strums one hellish chord on her lyre casting Sound Burst just beyond the animated armor, hoping to stun it for one round. Sound burst centered in Q -12, so that the 10 foot radius hits the armor and not Dragox. DC 19 Fort save or be stunned for one round.

Sound Burst Damage: 1d8 ⇒ 4


Evil GM

Dragox hits with three of his attacks but he doesn't do as much damage as he expects. While Rey attacks the construct with spell that has no effect. Rey: make know spellcraft or arcana.

RD 1: Armor

The armor unleashes it's attack on Dragox, it's scythe slash...

arm 1: 1d20 + 29 ⇒ (4) + 29 = 33;damage: 2d4 + 11 ⇒ (4, 2) + 11 = 17;electricity: 2d6 ⇒ (5, 3) = 8

arm 2: 1d20 + 29 ⇒ (13) + 29 = 42;damage: 2d4 + 11 ⇒ (3, 4) + 11 = 18;electricity: 2d6 ⇒ (3, 3) = 6

If both attacks hit then rend;

rend damage: 2d6 + 16 ⇒ (1, 4) + 16 = 21


Evil GM

Initiative: RD 2

Sargon
Dragox
Omar
Rey
Armor

Battle Map

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